Dare #8

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Erica:We have another dare from Force14Gaming2004.
Unrcal:Dude. Stop sending us dares.
Sylvia:Take a break dude.
Ember:Anyway, what's the dare from this Force14Gaming2004 guy?
Erica:I was talking with Eve earlier and the dare is that we have to play Risk the game.
Gwen:What the heck is that?
Streak:Looking it up.
Everyone:*stares at his phone*
AN:I copy and pasted this-
Risk is a strategy board game of diplomacy, conflict and conquest[1] for two to six players. The standard version is played on a board depicting a political map of the earth, divided into forty-two territories, which are grouped into six continents. Turn rotates among players who control armies of playing pieces with which they attempt to capture territories from other players, with results determined by dice rolls. Players may form and dissolve alliances during the course of the game. The goal of the game is to occupy every territory on the board and in doing so, eliminate the other players.[2] The game can be lengthy, requiring several hours to multiple days to finish. European versions are structured so that each player has a limited "secret mission" objective that shortens the game.
Mio:Oh...
Mia:What are the rules?
Streak:Looking...found it.

The official rulebook[citation needed] gives three basic strategy tips for the classic rules:

1. Players should control entire continents to get the bonus reinforcement armies.

2. Players should watch their borders for buildups of armies that could imply an upcoming attack.

3. Players should build up armies on their own borders for better defense.

Holding continents is the most common way to increase reinforcements. Players often attempt to gain control of Australia early in the game, since Australia is the only continent that can be successfully defended by heavily fortifying one country (either Siam or Indonesia).[6] Generally, continents with fewer borders are easier to defend as they possess fewer points that can be attacked by other players. South America has 2 access points, North America and Africa each have 3, Europe has 4, and Asia has 5.

Generally, it is thought advisable to hold Risk cards until they can be turned in for maximum reinforcements.[6] This is especially true earlier on in gameplay, because extra armies make a greater difference in the beginning of the game.[6] Eliminating a weak player who holds a large number of Risk cards is also a good strategy,[6] since players who eliminate their opponents get possession of their opponents' Risk cards. In this case, trading in Risk cards earlier may help acquire the necessary troops. If the conquering player has six[7]:10 or more Risk cards after taking the cards of another player, the cards must be immediately turned in for reinforcements until the player has fewer than five cards and then may continue attacking.

"Turtling" is a defensive strategy where a player who feels vulnerable tries to become too expensive to be removed while remaining a threat to harass other players. The objective of this strategy is to avoid defeat. A player using this strategy might remain in the game all the way to later stages and then mount an attack on the weakest player and start a chain elimination to remove one player after another to win the game. The player who uses this strategy is called a turtle. The term was popularised in real-time strategy games where a player creates a defensive perimeter or a turtle shell around the base of operations. Solutions to counteract this strategy using cooperation have been proposed.[8]
Liam:What about that Alliance thingy?
The rules of Risk neither endorse nor prohibit alliances or truces. Thus players often form unofficial treaties for various reasons, such as safeguarding themselves from attacks on one border while they concentrate their forces elsewhere, or eliminating a player who has grown too strong. Because these agreements are not enforceable by the rules, these agreements are often broken. Alliance making/breaking can be one of the most important elements of the game, and it adds human interaction to a decidedly probabilistic game. Some players allow trading of Risk cards, but only during their turn. This optional rule makes alliances more powerful.[according to whom?]
Streak:Ok...are we now clear on everything?
Ella:Yes, what about the Attack and Defense-
Streak:No question? Good. What are the losers going to do.
Jolt:Let's see...We have to get dumped into the ocean?
Vapor:What about me?
Jolt:You have to go to the desert.
Vapor:WHAT?! I'M GOING TO DESTROY YOU!
<1 week later>
Erica:zzzzzzzzzzz*snore*zzzzzzz
Sylvia:*yawn~*
Vapor:Did I win yet.
Ember:*slams something on table* I WIN!
Erica:Gah!
Vapor:Oh, come on!
Ember:GET REKT MATES!
Vapor:Aww man :(
Sylvia:Time to teleport-
Vapor:Wait, don't I technically have to stay here because we live in a desert?
Ember:Guess so...but it's winter and it's FREAKIN' 68 DEGREES OUTSIDE!
Streak:To the beach~!
Mio:Yay~
Mia:No~
Ember:First, let's teleport Vapor to the Sahara Desert and then we go to the beach after an hour.
Vapor:Wait, what! No!*telport*
Ember:Vapor free for an hour. Let's go to the beach.
Everyone except Vapor:ALRIGHT!
~one hour later~
Ember:You can get Vapor back now Sylvia.
Everyone except Jolt & Streak:Aww man :(
Sylvia:But...fine~*teleports her back*
Vapor:That place is very hot!
Ember:Learn geography girl.
Vapor:Fine. So what now?
Streak:We were just about to leave. The ocean is very cold at this time of year.
Ember:Y-yeah. L-let's g-go.*blushes hardcore*
Vapor:Until next time guy-
Everyone:BYE~

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